[Quote]Now I realise the first thing someone is going to remind me of is that impulse is not an DRM at all. I'm quite aware of that, but it feels and acts just like one. And that I just can't stand.[/Quote] I would agree with you if Impulse wasn't a value-added service, but it stays on my machine because it offers things that have nothing to do with DRM. For example, I can install the latest fully-patched SOASE in about a third of the time that it takes me to install it from CD.
Eilarais
Ugh, yeah, I was using the Forge tools, I never even noticed the ones sitting in the install directory. Many thanks for the quick help!
I am trying to convert the 1.16/1.02 entity files to txt, but the tool included in Forge Tools 3 doesn't work for me when trying to convert some files. 1.16 hangs on CAPITALSHIP_PHASEBATTLESHIP.entity and 1.02 crashes on PLANETMODULE_PHASEORBITALCANNON.entity. I thought I would get around this by using the reference files included with Forge Tools, but these files cause Entrenchment v1.02 to not start. Is there any way to get the correct entity files for the most recent vers
[quote who="sbradfor" reply="17" id="2135688"]I'd like to be able to turn off AI surrender. It happens to me all the damn time. Very annoying. [/quote] Same here. I see the point of having it but it's definitely not a feature for everyone. Having you demand surrenders from the AI instead of getting them handed to you would be a much better solution.
Didn't this exact same feature happen with GalCivII? Forum posters complain, devs change game, entirely different set of forum posters appear and complain, devs add option. It's too bad for us single-player types too, because we don't dominate the forums and patches get to be like minefields after a while. It would be nice is there was some kind of patch archive we could use after devs stop focusing on the single-player game. Any word yet on w
1. Improved AI fleet composition/retreat tactics. 2. Antimatter toggle low/medium/high for ships, so autocast will not use more than 33/66/100% of total antimatter. 3. Pirates attack random planets.
I don't know what this word 'blame' means that I keep reading. The point is that the patch process could be a lot smoother if fans brought more focus into the process. Ideally, I'd like to see forum work out proposed changes among themselves and submit official requests through either modding teams or the forum moderators.
What if Stardock tried moving to a reporting tool (like Mantis or Jira) instead of using forums to gather suggestions? That would eliminate a lot of the pessimism and duplication, since you can search and upvote/downvote (or leave comments) instead of having to read through flame wars to find good ideas.
I'd go for it, the code is better and if the unit stats bother you enough then you can just change them back (after getting the 1.03 reference data from the downloads section). [quote]1. Galaxy Forge isn't 100% compatible anymore (the maps are funky if they work at all in 1.03...update is coming I've no doubt)[/quote] The only differences I noticed were that versionNumber is now set to 1 and the browseName parameter was added. I've been able to get GalaxyForge maps to work by o
[quote]I don't' know which of us said we wanted badly nerfed illuminators(besides the newbies) or who said they wanted these market prices so cheap and the credit:resource prices be 3:1 not the 3:2 we had before.[/quote] No one asked for it, but no one considered whether it would have to be done in order to accommodate their suggestions. That's why you can't achieve design by consensus, and every RTS game forgets this at some point. You end up with DoW every time. (Off topic here, go se
Unfortunately I have to agree with the topic. Most of the changes in v1.03 were a direct result of the feedback on these forums. It did wreck the balance of the game, and that's as much a lesson for the fans as it is for the developers. I read an interview with a well-known game designer once (I forget his name), where he said: Always listen to your fan base, but not too closely, because they don't really know how to make good games.
Most of the time, when an AI is calculating whether it can win a fight, there should be some kind of 'as good as it gets'-type flag. If we're not likely to get a better match-up against this group of units in the near future, we fight regardless of the odds and devote all resources to replacing the units we're about to lose. For Sins, I suppose it would work to only use this logic when determining odds in high-resource systems, that would result in behavior very much like how human players act i
Massive sensor ranges made the game crash for some reason, so the cap was introduced. I've done some different kinds of experimentation, and I haven't noticed any problems with big sensor ranges in the game. There is a slowdown factor when your own ships are moving, but the AI seems to process everything okay. I haven't tried giving the AI a larg
By the way, I found a way to block IntelliTXT ads in Firefox: http://greasemonkey.mozdev.org/ (a scripting Firefox extension) http://www.fibble.org/archives/cat_greasemonkey.html (a JS script that does the job, at least until the bad guys change the method they use to serve ads) But how will you be informed about all the great products
Nope. You'll need to have Stardock Central installed on the other PC in order to reinstall from an archive. That's too bad, I guess I'll just have to wait until I'm connected at home again. Thanks for the info.
On a loosely related side note, X3 Reunion is being re-released without Starforce Protection, http://www.computerandvideogames.com/article.php?id=148505 Hey, this is great, I really wanted to pick that one up too. I like it that at the same time big publishers are driving hell-bent into DRM, a lot of smaller companies (with better games) are gett
Thanks for the excellent responses. I forgot the most important part, though, which is that I can't install Stardock Central on my business machine. Any way I can still get this game?
I posted this in no-man's land, but I'm shamelessly reposting here because I don't think anyone will ever see the other one, and because it's also relevant for GC2. --- I'm trying to get Space Rangers 2 right now, but my gaming machine has no internet access and I need to transfer the game there. My additional problem is that my only internet access at the moment is through my work machine, and installing games on it would be a bad idea. Is there any way I can get the game fr
I'm trying to get Space Rangers 2 right now, but my gaming machine has no internet access and I need to transfer the game there. My additional problem is that my only internet access at the moment is through my work machine, and installing games on it would be a bad idea. Is there any way I can get the game from Stardock with this setup?
I thought Stardock decided to make one of the primary design criteria for Galciv 2 to make it as modable as possible? If that was the case then wouldn't a design review have to have specifically authorised hardcoding something e.g. # trade routes? The game is extremely moddable, given the limitation that the AI must be able to effectively use eve
Reaccouring anomilies would be interesting Yeah, this would be nice. The game puts a lot of emphasis on anomalies and then they're gone in a year.
What confuses me a bit is that in my Gigantic map game,,my 21 pc ships cannot travel any further than my 11 pc ships. There is also a hard cap on range, although it's not shown in the stats. I think it's to make starbases more tactical on larger maps.
Some of the spelling bothered me too, so I made a whole bunch of corrections to the text a while back. If Stardock is interested, I can post some v1.4X .xml files that correct most of the text in the game.
I lost a game recently because of this issue, is there any word on how to work around it?
In 1.4, if you rename a starbase before adding modules to it, the game will draw the updated starbase model on top of the old one. Reloading fixes the problem.